Gives Max HP Boost trait on it's own. So, for example, you claim your NM on Earthsday. The first few abilities are pretty simple to get, but youre going to need some skills to get them from the monsters who level in the 50s. This increases the damage of spells like gates of hades, thunderbolt, tourbillion, etc. Libations) - Magical (Darkness) - 164 MP - Dullahans (Undead) - AoE drain - A drain that is determined by your blue magic skill. Deals lightning damage with a potency of 110 to nearby enemies. A beast type spell will have an advantage against a lizard enemy, but a beast spell will be weak against a plantoid mob. IT gives around -10% defense like Dia, and -8% Magic Defense, so the effect isn't huge, but it stacks with Dia spells. Increases damage you deal target by 50%. A Blue Magic . Here are all 49 abilities and how to unlock them. You can also pick this up from the Mechanoscribe in Act Two of the Masked Carnivale fight #24 Amazing Technicolor Pit Fiends. lvl 99 - Diffusion Ray - Magical (Light) - 238 MP - Chariots (Archaics) - Deals light damage to targets in range (frontal AoE) - Obtainable from Chariot mobs. A winner for the Bind effect, and cheap INT/MND from setting it. Is naturally weaker than Warrior's tier 1 trait. lvl 22 - Poison Breath Magical Water Damage and Poison in a fan shaped AoE (Damage based on HP) This spell is your first breath spell, however, it is rather weak. If you only get 2 hits in, the mob gets 20 TP. It's a strong, though costly SELF only heal. If the leve doesnt appear on the list at first, take another leve and finish it and this one should appear. Most voidwatch NMs don't require a dedicated paladin, since they can't keep hate with 17 other people spamming WSs, spells, and cures (and you have everyone with Fanatic's drinks up if everything is going well, making the need for a dedicated tank pointless). You'll use hysteric barrage a lot, but you won't use screwdriver by the time you get it. lvl 40 - Terror Touch - Physical - Damage (Blunt) and Additional Effect: Attack Down - It's useful only for the attack down effect, it has a long cast time for physical spells. Meditation, Warcry, etc.). Increases the accuracy of additional effects of physical blue magic. First speak to Waoud at (J-10) in Aht Urhgan Whitegate. The survey says no. Magic damage doesn't affect it, but dark affinity will (Pixie hairpin +1, etc.). I initially used this before I started equipping vertical cleave for self-darkness when I got. It doesn't affect physical spells though. Don't bother using it unless for fun, or for a Fast Cast trait when combined with Sub-Zero Smash. Make of that what you will! To see the spell, you must, You can also get this from the second boss in the Lost City of Amdapor dungeon (the big annoying moth.). Learning is a Level 2 Blue Mage ability that requires 20 ABP to learn. Need the Unbridled Knowledge ability active to cast this spell. When paired with gear, INT and Magic attack bonus atma in abyssea, you can push some good numbers, plus the MP cost doesn't matter so much anymore with refresh atma and MP boosts. Rate of Triple Attack is 5%. You can also get this from a synced or unsynced run of Sastasha (Hard). If you die before the enemy does you will not learn the spell. This gives you more set points (but not set slots) by 1 per upgrade. It does a minimal amount of damage for a breath spell (175 damage for a lvl 75 with 1200 HP), it costs 212 MP (more than the other breath spells, even ones you get later on), and the only good thing about it is the myriad of status effects it can inflict. It might be a good time to start leveling your cooking skill. To learn the spell, you must first have the enemy Trickster Imp cast the spell to completion. Without further ado, heres where and how to unlock all Blue Mage spells in order of difficulty. What are Blue Mage spells you can learn in Final Fantasy XIV? It can be used for the Defense Bonus Trait, but that trait isn't that useful. This is the equivalent to a cure. If it lands, but if you lack skill and magical accuracy and the spell won't stun, you just see a "knockback" effect. Not as strong as Death Scissors, due to the lower STR modifier, but it can be used to make a Accuracy Bonus Trait. It's efficient, but in abyssea, breath damage isn't that useful. When combined with Chain Affinity and Efflux, this will out damage Quad. So, if you need more accuracy, you can cast Warm-Up. But it does have a long range like cannonball. Whirl of Rage and Final Sting can make the Zanshin trait. lvl 04 - Power Attack Physical Critical Damage (Blunt) No thrills, low damage physical spell. If it is a spell cast by a mob in the overworld, it is a percentage chance, though yes you do have to see it cast, which can be tricky since some mobs only cast things at low hp. It can make the magic attack bonus trait. At level 99, post Adoulin, Job Points and Gifts were added. However, some physical magic spells hit more than once. Another killer trait. Situational, you can't depend on a killer trait to always work. Can make magic defense bonus trait with Magnetite Cloud or Ice Break. See where I'm going with this? Very situational. The current status of BLU is that you're spending more time doing damage with your weaponskills, and less time casting spells, which is very unfortunate. Early on, our skillchain of choice is Fusion and Gravitation (if you use a club, you can do Fragmentation). LEAVES! Like Weapon Skills, they also use a variety of modifiers. But nothing will replace the cheap, fast Head Butt. Savage Blade > CA Goblin rush results in a Light skillchain. lvl 99 - Bilgestorm - Physical - 122 MP - Dvergr (Demon) - Deals damage to enemies in the AoE: Additional Effect Duration varies by TP: Additional Effect: Attack, Accuracy, and Defense Down (Blunt) - Unbridled Knowledge - Deals low damage, with Darkness/Gravitation SC properties. A Blue Mage 's sole purpose is to protect the empress of Aht Urhgan. Deals unaspected damage with a potency of 130 to all enemies in a cone before you. The turtle is vulnerable to death and flat damage spells; Missile works very well. Very useful for a Unbridled Learning spell. The amount of damage absorbed by this spell is computed by your level and blue magic skill. The magic attack bonus increase is unknown though. Obtaining the Blue Mage job To obtain the Blue Mage job, you must complete the quest An Empty Vessel . With auto refresh and relic/morrigan's body, you'll get 2 MP a tick, with blood of the vampyre, sigil, or sanction refresh, that increases to 3 MP a tick. You can also unsync this fight, but you may want to do the Extreme version if possible as the drop rate for the spell appears to be better on the Extreme version. Has no effect on enemies whose level is higher than your own. The safe bet is Strength, since all spells are modified by a stat dependent on your STR, then are modified by whatever other stats its dependent on. Deals fire damage with a potency of 100 to target and all enemies nearby it. Itll just affect your sword damage. It also reduces spell interrupt rate. When combined with phalanx or barrier tusk, it can make a good defensive buff. It does cost only 2 set points, and is combined with Enervation to form the Counter job trait. I tried a crashing thunder and a thunderbolt against rocs, both with burst affinity up, and the thunderbolt did more damage with the benefit of stunning for a good long time. Blue Mage is a special class which operates much differently than other classes: they learn their skills from enemies! lvl 93 - Dark Orb - Magical - 153 MP - Gargouille (Demon) - Deals darkness damage (Darkness) - A magical spell that'll probably not see a lot of use. Always keep this equipped, you can alternate using this spell with other DD physical spells. When you use Sneak Attack with a spell, youll want to macro in ALL your STR gear (with the exception of Cannonball). lvl 99 - Barbed Crescent - Physical - 52 MP - Fomor (Undead) - Deals physical damage: damage varies with TP: Additional Effect: Accuracy Down (Slashing) - it deals minor damage with an accuracy down. lvl 89 - Delta Thrust - Physical - 28 MP - Peiste - Three-fold physical attack with additional effect: disease. Aurum Vale, Goldvine trash mobs. However, it is very disappointing, and usually not worth setting or casting. Tested on a player with 10 buffs up. It lasts for 60 seconds, so you can use it before a weapon skill for increased damage. Spell Learning Mechanics and Locations This page will outline the actual process for how to learn Blue Mage spells, as well as list all spells and where to learn them. It lasts longer than the white magic Haste spell too, though it's slightly less haste. It is affected by CHR, which is surprising, but it is also affected by STR, and youll notice a larger return if you increase STR rather than CHR. The silence effect lasts upwards to one minute. You can also try to pick up Abyssal Transfixion (55) from this dungeon but its something of a pain to get so I dont recommend it. Creates the Store TP trait with other spells. But it's really hard to burst the damaging ones off your own skill chains, but you CAN burst MP Drainkiss off your own self-darkness. It can be useful when fighting things resistant to darkness, but you need a lot of MND gear to make it worthwhile. You can solo Distortion (Water and Ice) with this spell: Savage Blade > Disseverment > Distortion. It does piercing damage, which makes it effective against Hurkan, the thunder wildkeeper reive bird. lvl 61 - Maelstrom - Magical - AoE Water Damage with Additional Effect: STR Down - Another costly nuke that has INT as a main modifier, with a MND secondary modifier. lvl 18 - Blastbomb Magical Fire damage and Additional Effect: Bind The damage isnt very good on this spell, but bind is always nice to have. You will need to learn this spell to gain access to the level 20 Class Quest Why They Call It The Blues, Also Surf Eft in Brayflox Longstop (Normal). Setting this with Benthic Typhoon creates the Skillchain Bonus trait. HOWEVER, it lasts longer than regen II, lasting for 90 seconds for 300 HP restored. It has a longer cast time/recast time than head butt, plus it costs more to cast. This spell needs a lot of accuracy for all 5 hits. It's more expensive for a cure, but as you gain higher levels, you get higher cures and more HP. This brings up another point. Unlike other jobs that acquire new abilities when they level up, Blue Mages must learn their spells from enemies. DEX is your second best bet, the three big multi-hit spells are affected by DEX. Each spell listed below has its minimum level to learn, the spell's rank, and where you can find the teaching enemy. They are all affected by MND (some are also affected by VIT, Wild Carrot and Magic Fruit in particular), just like cure is. Has no effect on enemies whose level is higher than your own. But it only lasts for the first spell you cast, so it's a very time consuming way to increase your damage. When effect expires, the target will be KOd. lvl 16 - Helldive Physical Damage (Blunt) and Additional Effect: Knockback Another no thrills physical spell, but this does knock back, which has a possibility of interrupting spells cast by mage mobs. Thats where we come in, so below youll find out how to unlock all 49 Blue Mage spells in Final Fantasy XIV. lvl 54 - Hecatomb Wave - Magical - Wind damage in fan shaped AoE with Additional Effect: Blindness (based on HP) - Not so useful, it is very MP costly (116) and has a long cast time, though it does damage proportionate to your HP like a breath spell, but it is a lower tier breath spell, at 75 with 1195 HP, it should do around 350 damage, while later breath spells do a greater proportion of your HP in damage. 6 points to set. RT @ImmortalsAveum: Master your magic: Pre-order the #ImmortalsOfAveum Standard Edition and get the Purified Arclight, a unique blue sigil that will unleash more power for some of Jak's spells. ), FFXIV Collect: Minions, Mounts, Titles, and more, RNGesus and You: Ponies, Pigeons, Polis, and Probabilities, How To: Free Company Buffs & Aetherial Wheels, Making Adaptive Hotbars with Macros (basic), Aurics Tips & Tricks for Heaven-On-High Clears. Creates the useful Critical Attack Bonus trait by itself. It lowers defense and magic defense by around -10%. We will not be 1k Needling HNMs any time soon. Your party of melees and your mage will love you if you diffusion the party with it. But it may still be useful if only for the poison effect. You can get several tiers of this trait, unlike other job traits. So, this isnt worth casting. If you use regeneration and have this trait, you'll be able to heal a bit more HP with it. This spell starts of weak, but when you get higher level, get more powerful, around level 70+, you will see that this is one of your strongest physical, non-SA spells. If you are instancing with other Blue Mages for spell learning, dont finish the fight until all Blues have been raised, if at all possible. We get some counter gear to increase the proc rate, but you won't use this. CDC and Chain Affinity Sinker Drill creates a darkness skillchain, making it much more favorable than Savage Blade to Thrashing Assault's Light (or CDC to Thrashing Assault's lvl 2 skillchain). lvl 64 - Yawn - Magical - AoE Sleep for all enemies facing you (Light) - A very useful spell, though enemies need to be facing you, so maybe it might be useful for you do to do a spell like Actinic Burst to get their attention, then hit them with Yawn to put them to sleep. Gives store TP trait on its own, and costs 6 spell points to set. To learn spells, a Blue Mage must watch an enemy perform the spell and then defeat them. lvl 62 - Memento Mori - Magical - Magic Attack Bonus (Ice) - Very important if you plan on casting magical nukes, though they don't affect breath spells. lvl 75 - Vertical Cleave - Physical - Physical Damage (Slashing) - This spell does very good damage, especially when you sub /THF and use Sneak Attack. But it may not last the whole fight, and if there are any other mobs around you, if can aggro them too if they're in front of you. lvl 20 - Blood Drain Magical Steals enemys HP (Dark Damage) This spell pales in comparison to digest. A BLU/NIN gets the Subtle Blow job trait, so they get a larger negative bonus to the TP they get back, and even more so when your BLU/NIN has Rajas equipped, or whatever other equipment you can find that has Subtle Blow (not that there are many). Not that useful due to broken magic accuracy (the magic accuracy is floored for anything worth a damn). Blue Mage Spell Information Description Deals wind damage to enemies within range. It's expensive in both MP and set points (4 points), is incredibly inaccurate, has a 60 second countdown, as opposed to the 10 count regular doom effect mobs give, and doesn't work against NMs. lvl 01 - Foot Kick Physical Damage (Blunt) No Thrills, basic low damage spell. It gives +10 accuracy and +10 evasion, and lasts 180 seconds. Use this always. By the time the spell animation is over, you could cast it again. Deals fire damage with a potency of 130 to all enemies in a cone before you. With the power of combined mechs.. We learn J Kick.. Regular blink gives you 2 shadows, this spell gives you 4 shadows. lvl 18 - Bludgeon Physical Three-fold damage (Blunt) This spell will be your basic, bread and butter attack for awhile. Though this CAN be useful later on, just when you want to spam a low damage spell just feed a mob TP so you can learn a spell. if you do, say 2000 damage on a bloodrake, you drain back 2000 HP, pretty much giving you a full heal. lvl 98 - Pyric Bulwark - Magical - 50 MP - Hydra (Dragon) - Resists physical damage (Light) - Unbridled Knowledge - It makes you physically immune to a single physical attack. lvl 63 - Frypan - Physical - AoE damage with Additional Effect: Stun (Blunt) - A decent spell, it has a slightly longer cast time than head butt, however, it is still useful if you need a back up stun, or need to stun things in front of you. They gave PUP no chakrams, but gave them throwing skill. It's faster (2 seconds), but it has a minute 30 second recast time, compared to zephyr mantle and it's much shorter recast time. This means you can't use it for some content, such as Duty Roulette or completing the main campaign, but it can be used in the open world and instanced content when using a pre-made party. Anyway, if youll excuse us, weve got some wizarding practice to do. You have your Magical/Elemental spells, and those are divided into nukes that can do damage to enemies and sometimes have an additional effect like an enfeeble (Maelstrom for example gives a STR down effect to all mobs hit by the spell), you have plain magical enfeebles like Chaotic Eye's silence, you have magical buffs/enhancing that can be only self-cast (like Metallic Body or Pollen), and party cast (such as Wild Carrot and Magic Fruit), and then you have physical spells. However, you'll be using up many spell slots of spells you probably won't use that much to get the higher versions. Situational, but not really useful. It can also be done solo on a level 70 Blue Mage. 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